That mystery is explained in section 9 here. (The compiler currently does not figure out whether the un-increased value in a post-increment instruction is actually used by anything and thus generates the longer code, so that the un-incremented value could be used from the A register before making the addition and writing it back to RAM.)

It is good to know where you are (aligned to match full pixel coordinates as a planning aid):
_________________0xDB

SiroccoModeratorJoined: 19 Aug 2005
Posts: 9470
Location: Not Finland

Posted: Thu May 21, 2015 5:50 pm Post subject:

I just noticed, quite by accident, that my IDE doesn't differentiate #$D800 and $D800 (two entirely different things) when it dynamically colors the code :(_________________NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)

I think Relaunch64 also colors them the same. But Kick Assembler will at least throw an error when using # with a 16-bit value directly on any cpu command because that's not possible. It only becomes a problem when passed to a pseudo-command which does distinguish between the two without having any way to guess the intended behavior.

Wow, that's crazy. The original C64 port was horrifically hard. As noted in the release, it had a pretty bad sprite flickering problem._________________NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Sun Jun 21, 2015 11:59 am Post subject:

Haha! Great. I played the crap out of the C64 version as a kid._________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

SiroccoModeratorJoined: 19 Aug 2005
Posts: 9470
Location: Not Finland

Posted: Sun Jun 21, 2015 1:38 pm Post subject:

I actually finished that damn game when I was a kid :(

I must have been really bored that week or something. Dunno._________________NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Sun Jun 21, 2015 5:01 pm Post subject:

I've finished at least one of them, I just can't remember if it was the C64, or NES version (as well as the SNES version)._________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

That new one is still hard but it does not feel as unforgiving as the original (...just a little...). Still could not beat it without cheating._________________0xDB

SiroccoModeratorJoined: 19 Aug 2005
Posts: 9470
Location: Not Finland

Posted: Mon Jul 13, 2015 6:44 pm Post subject:

I think I just stumbled upon a rare instance where messing with sprites seemed to have given me a perfectly stable raster. It didn't survive a little experimentation, but I got it to work once :)_________________NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Mon Nov 02, 2015 12:27 pm Post subject:

A breakdown of the 6502, from the same dude that did the C64 breakdown video (on page 1 of this thread).

It's pretty nuts. They electrically figured out how the 6502 works, and can physically emulate it.

Ho ho ho! Reading through this thread, I stumbled across my old SNES notes. At the time, the only known C compiler for the 65816 (6502 with 24bit address space) was impossible to acquire. Today it's actually free download now (formerly paid).

Windows only, but funny thing, I have the tools running great on Linux... with the sole exception that it's barking, asking for a license key. *shrug*_________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

SiroccoModeratorJoined: 19 Aug 2005
Posts: 9470
Location: Not Finland

Posted: Mon Nov 02, 2015 4:24 pm Post subject:

I think we made note of that a few months ago? Or maybe not... I might be thinking about a thread over at Lobste.rs.

I'd love to see more SNES demos._________________NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Mon Nov 02, 2015 5:34 pm Post subject:

Digging in to it, the C compiler (WDC8166CC.EXE) and Optimizer (WDC8166OP.EXE) that are disabled (require a license key). Assembly, Linker, and other tools are fine._________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

They appear to work fine with Wine._________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

SiroccoModeratorJoined: 19 Aug 2005
Posts: 9470
Location: Not Finland

Posted: Tue Mar 21, 2017 4:22 am Post subject:

Quote:

Okay. I ordered a MENSCH.

A bit pricey for me to get one ($29+$10 shipping), but hey.

Yeah, I want one. Dunno exactly what I'd *do* with it, but yeah.... WANT._________________NoOP / Reyn Time -- The $ is screwing everyone these days. (0xDB)

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Tue Mar 21, 2017 3:17 pm Post subject:

Amazon stocks them at their warehouse, so if you pad your order, you can at least get free shipping.

But yeah, WANT. Is it useful? Probably not (Arduino's are so much cheaper), but hey, I guess I'm a fan.

That long arse video above actually tells the true history of all the insane 6502 licensing that has gone on over the decades. In a sense, Western Design Center (WDC) was the first company to do the fabless CPU designer business model, like ARM is best known for these days... they just kept quiet about it. The contracts companies like MOS, Ricoh, Apple, and others signed basically said "don't tell anybody you're using our design"... which in hindsight seems somewhat bizarre, but it meant they avoided a bunch of court stuff. *shrug*_________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Fri May 05, 2017 10:51 am Post subject:

Cool! Ben Heck got the Nintendo PlayStation working.

From what I can tell, it really is just a Super Nintendo with a CD-ROM. There's a RAM cart you plug in to play the CD games. It has a lousy 256 KB of memory, so you have to fit your executable and data in that, or swap it out for more data loaded from the disc. Pretty standard stuff coming from a Commodore 64 background (just 4x the memory, possibly un-paged (I haven't played with the improved 6502 CPU yet), and like 1400x the storage)._________________Mike Kasprzak
'eh whatever. I used to make AAA and Indie games | Ludum Dare | Blog | Tweetar

Niunio MartinezContributorJoined: 26 Nov 2013
Posts: 114

Posted: Mon May 08, 2017 2:15 am Post subject:

PoV wrote:

Cool! Ben Heck got the Nintendo PlayStation working.

From what I can tell, it really is just a Super Nintendo with a CD-ROM. There's a RAM cart you plug in to play the CD games. It has a lousy 256 KB of memory, so you have to fit your executable and data in that, or swap it out for more data loaded from the disc. Pretty standard stuff coming from a Commodore 64 background (just 4x the memory, possibly un-paged (I haven't played with the improved 6502 CPU yet), and like 1400x the storage).

Are you saying it is a C64 in steroids? I think I miss something._________________Under redaction...

PoVModeratorJoined: 21 Aug 2005
Posts: 10971
Location: Canadia

Posted: Mon May 08, 2017 2:03 pm Post subject:

Yep!

The C64, NES, and Atari 2600 all use the 6502 CPU (with 16bit addressing and 8bit registers), but while both Commodore and Atari switched to the Motorola 68000 for the Amiga and Atari ST respectfully (24bit addressing and 32bit registers), Nintendo went with the 65816 (a 6502 derivative with 24bit addressing and 16bit registers).